forked from mtcontrib/vector_extras
Replace vector.scalar with vector.dot
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6f2bc919db
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16
init.lua
16
init.lua
@ -122,7 +122,7 @@ function funcs.rayIter(pos, dir)
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for i in pairs(step) do
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for i in pairs(step) do
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choose[i] = vector.new(p)
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choose[i] = vector.new(p)
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choose[i][i] = choose[i][i] + step[i]
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choose[i][i] = choose[i][i] + step[i]
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choosefit[i] = vector.scalar(vector.normalize(vector.subtract(choose[i], pos)), dir)
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choosefit[i] = vector.dot(vector.normalize(vector.subtract(choose[i], pos)), dir)
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end
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end
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p = choose[vector.get_max_coord(choosefit)]
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p = choose[vector.get_max_coord(choosefit)]
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@ -292,28 +292,28 @@ function funcs.plane(ps)
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local nAB = vector.normalize(B)
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local nAB = vector.normalize(B)
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local nAC = vector.normalize(C)
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local nAC = vector.normalize(C)
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local angle_BAC = math.acos(vector.scalar(nAB, nAC))
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local angle_BAC = math.acos(vector.dot(nAB, nAC))
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local nBA = vector.multiply(nAB, -1)
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local nBA = vector.multiply(nAB, -1)
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local nBC = vector.normalize(vector.subtract(C, B))
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local nBC = vector.normalize(vector.subtract(C, B))
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local angle_ABC = math.acos(vector.scalar(nBA, nBC))
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local angle_ABC = math.acos(vector.dot(nBA, nBC))
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for z = cube_p1.z, cube_p2.z do
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for z = cube_p1.z, cube_p2.z do
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for y = cube_p1.y, cube_p2.y do
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for y = cube_p1.y, cube_p2.y do
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for x = cube_p1.x, cube_p2.x do
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for x = cube_p1.x, cube_p2.x do
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local p = {x=x, y=y, z=z}
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local p = {x=x, y=y, z=z}
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local n = -vector.scalar(p, vn)/vector.scalar(vn, vn)
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local n = -vector.dot(p, vn)/vector.dot(vn, vn)
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if math.abs(n) <= 0.5 then
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if math.abs(n) <= 0.5 then
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local ep = vector.add(p, vector.multiply(vn, n))
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local ep = vector.add(p, vector.multiply(vn, n))
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local nep = vector.normalize(ep)
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local nep = vector.normalize(ep)
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local angle_BAep = math.acos(vector.scalar(nAB, nep))
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local angle_BAep = math.acos(vector.dot(nAB, nep))
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local angle_CAep = math.acos(vector.scalar(nAC, nep))
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local angle_CAep = math.acos(vector.dot(nAC, nep))
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local angldif = angle_BAC - (angle_BAep+angle_CAep)
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local angldif = angle_BAC - (angle_BAep+angle_CAep)
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if math.abs(angldif) < 0.001 then
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if math.abs(angldif) < 0.001 then
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ep = vector.subtract(ep, B)
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ep = vector.subtract(ep, B)
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nep = vector.normalize(ep)
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nep = vector.normalize(ep)
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local angle_ABep = math.acos(vector.scalar(nBA, nep))
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local angle_ABep = math.acos(vector.dot(nBA, nep))
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local angle_CBep = math.acos(vector.scalar(nBC, nep))
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local angle_CBep = math.acos(vector.dot(nBC, nep))
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local angldif = angle_ABC - (angle_ABep+angle_CBep)
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local angldif = angle_ABC - (angle_ABep+angle_CBep)
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if math.abs(angldif) < 0.001 then
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if math.abs(angldif) < 0.001 then
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table.insert(ps, vector.add(pos, p))
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table.insert(ps, vector.add(pos, p))
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